80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
My only concern with diamond skin is that when pair with Ether Renewal, it can be too powerful against classes that rely on condition as their main source of damage.
Ether Renewal is already a very powerful healing skill that remove a total of 8 conditions every 15 seconds. When pair with diamond skin, it not only cleanse all the remaining condition on the ele, it also constantly heal ele so it can maintain above 90% hp when channeling, so a total of 4 seconds immunity to condition every 15 seconds.
This would be very unfair in 1 on 1 situation to necro and engineer who rely almost entirely on condition damage as their main source of damage.
Not a real concern. Every ability that necro has that adds conditions ALSO does damage. Even if they were pure condi it wouldn’t take them long to breach the threshold.
A pure condition necro has an auto-attack DPS of about 400 direct damage, after taking crits into consideration. Ether Renewal, at base, heals 1250 per second for the duration of the cast (and also clears off just about any conditions that are on the ele). It basically becomes a second mist form when against a condi necro, on a much shorter cooldown.
I’ve done the math earlier in this thread; assuming the threshold for breaking through diamond skin is 1500 hp, a pure condi necromancer takes 4-5 seconds to break through it without blowing high cooldown abilities (which is important, because if they use all their cooldowns to break through they have barely anything left to actually inflict serious conditions)
The elementalist just has to heal around 400 per second on average to stay immune in the long term, and if the necro breaks through momentarily the ele can just cast ether renewal to top back up and remove all of the conditions the necromancer managed to land during the window. 400 heal per second isn’t difficult; the ele might have access to regeneration, soothing mists, healing on weapon skills. The ele won’t be poisoned because Diamond Skin, so these all work at maximum efficiency. 210 heal per second from regen and soothing mists before considering any healing power already increases the necro’s time before inflicting any conditions to 8-10 seconds. Then there’s the possibility of protection, dodging, invulnerability.
It may be one case, but Diamond Skin easily presents a sheer wall that a tiny subset of builds can’t break through; mainly pure condition necromancer, possibly pure condition engineer (but I haven’t ran the numbers on engi direct damage in such a build). The mechanic for breaking it shouldn’t be damage dealt; at most the health threshold should be the point at which whatever mechanic is used to break it begins to recharge, if the health threshold even exists at all.
Life blast hits for 1000+ even in full Rabid gear … Death Shroud → (x2) Life Blast → Tainted Shackles → Doom
Ether Renewal is the easiest heal in the game to counter … and the most obvious being cast.
While it would be amazing, making Diversion AoE would be immensely overpowered IMO. Also there are creative ways you can get a single clone shattered on a group.
The only thing I don’t really like about this trait is that the only way to get your bang out of it is to combine it with another “on interrupt” trait, which in a way pigeon holes build diversity with it. I would never want to do away with it though. It’s way powerful and definitely has it’s uses.
Could you explain to me why? Necro’s have an AE daze that lasts for 2 seconds with a 15 less second cooldown. Isn’t that twice as overpowered?
My only concern with diamond skin is that when pair with Ether Renewal, it can be too powerful against classes that rely on condition as their main source of damage.
Ether Renewal is already a very powerful healing skill that remove a total of 8 conditions every 15 seconds. When pair with diamond skin, it not only cleanse all the remaining condition on the ele, it also constantly heal ele so it can maintain above 90% hp when channeling, so a total of 4 seconds immunity to condition every 15 seconds.
This would be very unfair in 1 on 1 situation to necro and engineer who rely almost entirely on condition damage as their main source of damage.
Not a real concern. Every ability that necro has that adds conditions ALSO does damage. Even if they were pure condi it wouldn’t take them long to breach the threshold.
The vast majority hate the way conjurers are implemented for the very reason I keep telling you, but you think your little trick you just found is somehow validation to keep every other aspect of the game locked out of using so many of our abilities. A little trick that is done far easier other ways.
The second iteration of the test build was 30 Fire, Arcana 30 with 10 leftover (probably Water). I only needed Arcana for the buff duration so any traits from there could be used. It’s not that much worse than a typical build. It’s also achieving it with far less effort than your 3 element dance, without a party, without d/d, at greater range, with just auto-attacks*, and letting me use Lightning Flash whenever I want. The downsides? Cooldowns and someone else picking up the backup weapon, and Fire 30.
Far less effort? Takes me 5 seconds solo to build 16-19 stacks of might (13-16 on up to 5 other people) … and I am using Lighting Flash for exactly what I want it to do … put me in range for the 8 – 15k hit with Earth 5.
What you are describing will never work in any sort of PvP situation (WvW Roaming, WvW Zerging, sPvP, and tPvP). As I keep trying to remind you … PvE only is only 1/3 of the game … so having so many abilities (and laying claim to an entire spec line theme) dedicated to this is … well … silly at best.
My method for might stacking is easier without needing to kitten a class (or keep it that way in the first place).
In order for conjures to be usable to the masses it needs to function as kits … and if you want to keep your companion weapon with charges/duration do it by adding a F5 drop weapon ability that has its own cooldown.
(edited by Moderator)
Taldren, look at your own comments for a moment.
Fire’s theme is Might Stacking, Damage, and Burning.
What do these 3 things have in common? They’re about attacking; they’re about doing damage. They’re about going on the offensive. Fire focuses on it to an extent that the other 3 do not. That’s what the conjures do, they let people go on the offensive in ways they could not before.
If you can’t see this, then we have nothing more to discuss.
I just don’t get it. All elementalist lines are about attacking. Fire is about pure damage while the other lines are about damage and something else. Conjurer does not fit in with that theme as it does nothing but disrupt the flow of all but PvE combat which is only 1/3 the game.
I just figured out how to get 20-25 stacks of might and maintain it for a little bit (~11 stacks for non-eles). If Conjures were changed to be like weapon kits, this would get nerfed into the ground. I suspect there are other skills or tricks out there that would get nerfed if they were weapon kits. Also, there is 0 chance they would allow weapon kits to provide weapons to other players. It would be trivial to drop 5-10 of them on the ground.
I already do this on D/D ele. Ring of Fire -> Earth -> Evasive Arcana -> Arcane Wave -> Earth 4 -> Earth 5 -> Lighting Flash to a target while swapping to water for the +20% damage on vulnerable targets. You will have 16-19 stacks of Might on the Earth 5 AE if you were solo. Full 25 if you are in a team.
You would be dead before you hit your 20-25 with your combo in any sort of PvP, especially given your lack of survivability in the build required to achieve it. Not sure why then it would be nerfed into the ground.
Any chance this could be rolled into Diversion by default and replaced with something else in the Illusions line?
Single target clones never hit their target on shatter unless you are right on top of the target. This would really help Interrupt builds that are currently lackluster.
The reason conjures are fire is simple. They give the player addition attack options. I use Frost Bow to attack from a range I couldn’t. Fire is about attacking. Attacking is the theme that binds conjures to Fire. If your looking at conjures for reasons other than “does this give me attack options I want,” you will likely be disappointed no matter how low the cooldowns get.
So Fire is about attack … and yet all elementalists use Air for attack. You see a disconnect with your logic? All Conjured weapons are about attack and all (well less so with water) attunements are about attack as well. You really have to go out of your way to make some 6 degree connection why Conjuerer is a fire trait.
Still my solution:
Make Conjurered Weapons act as weapon kits. When you activate conjured weapon you will have a F5 ability to drop a weapon that would act like the current conjured weapons for other players, but it will have charges and a duration just like the current weapons.
Done. No more Conjurer trait and everyone gets what they want.
Taldren:
Note the theme carries through in all lines.
Water -> Cantrips. There is only one water-themed cantrip.
Earth -> Signets. There is only one earth-themed signet.
Arcana -> Arcane.
Air -> Glyphs.
That leaves Fire -> Conjures, as far as traiting is concerned.
Fire’s theme is Might Stacking, Damage, and Burning. I can’t accept that Fire gets a theme by default any more than it gets a theme for having one more extra spell of a type that every other attunement has. That just seems like lazy thinking/development to me.
Nobody stands there and eats 100 blades unless it is setup by mace burst skill, sword immobilize (all at full adrenaline) bolas, or a combination of all those with frenzy.
Which happens all the time. It’s not like its a hard combo to pull off.
Fire has two conjuration skills: Flame Axe and Fiery Greatsword. All other elements have 1 conjuration: Frost Bow, Lightning Hammer, and Earth Shield. Fire traits already reference this via Burning Fire trait. As such, Fire has a decent claim to Conjurations. Arcana has 0 claim to Conjurations. There isn’t a non-elemental Conjure.
Does that actually make sense to you? That because a line has one extra ability over all the other lines that have the same ability that it becomes the defining line for that ability type ? Arcane is the line that the vast majority of all elementalists use for one reason or another … so putting this common to every other line ability as the entry trait of arcane makes sense to those that want to use conjure weapons. I can’t make it any more clear to you. Specing Fire to make frost bow better is asinine.
And why can’t they do that by helping conjure skills out? Improving Conjurer can be done without moving it.
Ug, I refuse to believe that a line have one extra spell that every other attunement line has makes it a ‘conjuring’ line. They can help fire by giving it what fire is about … DAMAGE.
As for fixing conjuring … the only way to make it useful in any sort of PvP is to make them like weapon kits in which case this trait won’t exist.
I dislike making them kit clones because I like being able to give them to a friend. It’s something kits are not able to do. What I dislike is needing 50 charges to keep the conjure up all the time. If you want charges to be removed and then Conjurer changed to something that better helps conjures, I will not argue against that.
In the other 2/3rds of the game Conjures destroy flow of combat which is why making them like weapon kits is the only way they would fit in with PvP combat. Especially when there is water deeper than my waist around.
Truthfully, I would not be able to access it now if it were in Arcana. It has too much competition from other Arcana traits. In addition to that, they are moving Blasting Staff and Windborne Dagger down to adept with WD having a chance of being improved. The odds of anyone picking Conjurer over those are not that good.
The odds of anyone picking it in the first place is not good. The only time it is used now is in PvE in which case the other traits wouldn’t matter as much.
No one element dominates conjuered weapons, so Arcane is a good place for Conjurer.
The same can be said for Signets (Earth), Glyphs (Air), and Cantrips (Water) in the form of -recharge traits. Moving Conjurer would give Arcana two skill-type specific traits (Arcane Mastery is adept arcana trait). Unless there is a specific reason for Conjurer to be in Arcana, it doesn’t make sense to move it. In addition, it would require a trait from arcana to be removed. Why do that when fire already has useless master traits that can be removed (like One with Fire)?
Because it doesn’t make any sense to be in Fire either? And fire is what they said they are looking to improve so we have to make a spot for new fire traits? Personally I wish they would do away with charges and just make conjured weapons act like Engineer kits and do away with the kitten trait … but if they must have it at least put it somewhere else. Its a win-win-win. Arcane 5 gets Renewing Stamina and loses that useless Zephyr’s Speed. Fire gets an opening for a good trait. Conjurer still exists in an even easier to access spot for those that want it.
ThiBish, it isn’t only new players … its also people that don’t want to go staff. ANet has painted the ele into a corner with having staff and/or being part of a zerg. S/D, S/F, D/F and non-Ascended D/D is not very good in comparison to most of the other classes in the game … even if those classes are not optimally setup. Eles have to put in twice the effort to do nearly the same damage output with less survivability and mobility.
Mimic:
Block up to 3 attacks over the next 3 seconds. Each attack blocked generates a clone of the attacker at the attackers location.
Should all 3 blocks be used the clones shatter and daze up to 5 targets for 1 second each.
Clones created by Mimic use your weapon attacks regardless of what weapon the enemy target is holding at the time.
(edited by Taldren.7523)
Mimic
Last thought. This skill is for almost all intents and purposes just not working, but is causing some broken behavior with certain bosses. I would like to replace it with a complete redesign and am open to discussion on that as well.
Mimic:
Block up to 3 attacks over the next 3 seconds. Each attack blocked generates a clone of the attacker at the attackers location.
Should all 3 blocks be used the clones shatter and daze up to 5 targets for 1 second each.
Clones created by Mimic use your weapon attacks regardless of what weapon the enemy target is holding at the time.
(edited by Taldren.7523)
OOOOOHHHHHHH LOL… so I’m supposed to refer to a description that hasn’t been updated in a year and a half.
I’ll take an official description no matter how old over your half baked opinion any day of the week.
What you seem to be calling my half baked opinion is also a-nets half baked opinion. Lol.. You’re really trying to come to the forums and tell the dev’s and other players how it is?
This thread is ridiculous. I’m outtie.
Do not feed troll. Move along.
Our employees say crap that isn’t true as well … they are allowed their opinions, but that is why there are official sites with official company information. An employee can say whatever the hell they want , it still doesn’t make it true.
Buh-bye.
2. Move Conjurer to Adept in Arcane (there is nothing to that ability that makes me think fire anyway).
The Elite Conjure is a fire sword and Fire/Water are the only trait lines that do anything with Conjures anyway. Also, if you want boost Conjures damage, there aren’t many methods beyond increasing attack or the % damage boost traits. Fire has both while other lines have one. Arcana has none offhand.
Besides, they can just toss One with Fire if they wanted to move Persisting Flames down to master to free up a grandmaster slot.
You increase Earth shield by increasing condi damage for the bleeds … and everything gets more damage from crit and crit damage. No one element dominates conjuered weapons, so Arcane is a good place for Conjurer.
(edited by Taldren.7523)
vigor in earth maybe?
Again, please no.
Listen … Jon wants to help out fire and this is how I suggest he does it.
1. Move Renewing Stamina to 5 points in Air.
2. Move Conjurer to Adept in Arcane (there is nothing to that ability that makes me think fire anyway).
3. Move Persisting Flames to Fire Master.
Ta-Da … room for a brand new Fire Grandmaster without any decisions that don’t make sense.
Phoenix Touch
Gain 5s of vigor on applying a burn to an opponent. ICD: 5sWith this, Fire trait-line has a lot more usable skills, you reduce the necessity of arcana, you don’t have perma-vigor without jumping through a lot more hoops, and even fire aura/the 5-point minor are useful.
1: Its active
2: It easy to implement
3: It fits thematically
4: It fills a critical need to break arcana-dependence by providing a bit of defense outside of water/arcana.
5: Its actually good
Please no … the majority of all our traits are just attunement copies of our other traits. We may have double the available abilities of other classes, but we have half the kitten traits other classes have as well. The biggest mistake ANet made in the design of the Ele was this whole attunement focus deal on a class where you can’t focus or you end up completely non-viable. The second biggest mistake was this whole condi focus in fire and earth on a class that can’t do a condi build due to mechanics.
I do agree that the 5 point minors need looking at. I think the Earth and Water ones are in an ok place right now but Fire and Air need work.
Jon
Fire – Flame Barrier should bump up to 40% chance. I would consider it 20% is really low. It is a 1s burn and you have to be struck to burn someone with it and you have to stay in fire attunement. Ele’s aren’t very fond of getting struck.
I know you probably want the 5 point minors to feel like 5 point but fire requires you to stay in fire and take damage for a 1’s burn.
I have to ask … what good is a 1 second burn on a class that can only take a few hits before dieing? Even if it was 100% of the time … the fact that it requires the class with the least survivability to be hit in order to proc makes it a loser. Especially given that it is in our so-called ‘Damage’ line (even though we get more damage out of Air).
\
I have heard it worked like this at some point in alpha/beta and was WAY OP. You could get +26-30% damage very consistently, maybe even +40%, which is absurd.The build I run (10/30/10/10/10) has +35% “permanent” damage and I still deal less damage than most warriors, I have less health, less armor, I can dodge less and I give less support (compared to banners + FGJ).
Exactly.
Other classes are doing the damage Elementalists do with the elementalist going full glass cannon and jumping through all the hoops to get all the stacking damage multipliers FULL TIME and with FAR BETTER SURVIVABILITY.
I honestly don’t believe that ANet has any idea how fragile the class is or how badly lopsided the Risk/Reward (and effort to achieve it) is compared to every other class in the game.
(edited by Taldren.7523)
The way I see it is if the +10% damage traits are the barriers, then get rid of the barriers. Every other class has 100% application of their traitline buffs. The Ele has loads of attunement only buffs. The ability of Lingering Elements game the Ele a way to keep the buffs like every other class. It was intended to encourage attunement swapping. You can read that in the assisted beta notes.
I agree … the base issue is attunement only buffs. Personally I think the best overall fix would be to increase the base damage of all elementalist spells and replace all those +10% damage traits with ones that would fill some of the large gaping holes in the class.
You are suggesting that this kind of build would be broken.
http://gw2skills.net/editor/?fEAQBoAgKIUgghiQ+QowCHqHmB
I respectfully disagree on the basis that damage increases are not additive.
I think he is more afraid of a build like this:
http://gw2skills.net/editor/?fEAQJArYhEmIbwx5QlEIkCpwoQHIeYBOAHWUMD5AA-jECBofBkgAkEBI7pIaslhFRjVXDT5iIq2cuIa1SBwqwI-w
Water to Air would be a 20% increase in damage … which I already do by Earth to Water for Churning Earth. If it isn’t OP there, I don’t know why it would be for Water → Air.
I have to disagree Jon. I can’t count the number of times a Thief comes out of stealth and does multiple attacks that breach any numbers I can do outside of Earth Dagger 5 just to disappear into saftey.
Elementalists have more drawbacks then thieves and no saftey of stealth or even gimics like Death Shroud/Clones.
The damage is all we have and if we could use our mechanic to achieve that damage all the better.
Edit: I am just fearful that elementalist is being pigeon holed into being a staff zerg/blob heal bot with no practical use for tPvP or Roaming WvW.
(edited by Taldren.7523)
OOOOOHHHHHHH LOL… so I’m supposed to refer to a description that hasn’t been updated in a year and a half.
I’ll take an official description no matter how old over your half baked opinion any day of the week.
What the others have said, Jon … but now that Arcane Precision has come up … don’t you feel that a 10% on CRIT is VERY weak for a grandmaster tier trait? I have a high crit rate of 60% … so I have a 6% chance per attack of proccing a 1s Burn? Really?!?
Necromancer
Teleports – None
Invulnerable – None
Gap Closers – None
Vigor – None
Teleport – Spectral Armor and Dark Path
Invulnerability – Death Shroud (does the job longer and most of the time better than mist form, I play both).
Gap Closers – Spectral Grasp and Dark Path
You seem to not grasp any idea of what an elementalist is.
Jack Of All Trades, Master Of None
If you don’t like it, go play another profession. I’m really tired of people like you on the forums.
You seem to not grasp that this is your own opinion given on what the class is now … no where does it say that in the class description. I am really tired of people pushing their own opinion as some god-given fact down peoples throats and doing it such a matter-of-fact fashion. People like him? No, sir … its people like you that are the issue.
Here … let me try and educate you:
Elementalists are multi-faceted spellcasters that channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack.
So the class is supposed to be Diverse … but hit like a truck. Does anyone actually feel that we actually do that? They waged an entire war on soft healers and outside of staff killed our ‘diversity’. As for our damage … we hit no harder than players in plate bunker builds most times. We are always on the defensive … running away and healing ourselves rather than actually doing nearly the same damage that other classes can do.
I would like to suggest moving our Vigor on Crit to Air 5 to replace Zephyr’s Speed … and a new 10 point trait in Arcane that converts 4% of our Precision and 6% of our Power into Vitality.
That is the only way that builds like 0/30/30/0/10 would work.
Afterall … what is the point of making Ele less dependent on Arcane just to make them dependent on Water for hitpoints.
Diamond Skin
In this case if this trait is not powerful enough to be a grandmaster, I believe the right answer is going to be to lower the threshold, not to increase elementalist base health.
That is reasonable. You have to understand how small a window 10% is on an elementalist … a bunker build hit would breach that threshold easily. The same is true of Vital Striking in Water attunement. Then there is Final Shielding … that 25% life can be completely be bypassed by most classes in a single hit which means the trait never fires.
Aquamancer’s Alacrity
We moved this trait because all profession cooldown traits are in master tier, and because that is a good investment for this type of improvement. That being said, they may all not be powerful enough to warrant a master level triat right now, but I would rather increase the cooldown to 25% to get people to consider them than to have them be adept tier and allow elementalists to run all four of them.
You have to remember that you guys waged a war against ‘soft healers’ and all our Water abilities are fairly weak vs what every other attunement provides. I mean, I would love for Water to do damage akin to Air/Fire … but until then a 20% reduction does not warrant Master tier.
Cleansing Wave
This is the one I am most on the fence about of all of the elementalist changes. It is a borderline master level trait and I think a better solution would be to leave it at adept tier and instead of moving Soothing Wave (which is only moving because it is better to have a 100% worthless trait at adept tier rather than master tier) we would redesign Soothing Wave into something worthy of master level.
Ok, I have to admit to being a little pieved that as a developer you admit something is completely useless and were willing to let it be that way for a lower cost. As a Software VnV guy, I don’t let my developers get away with that ><. A redesign is exactly what should happen.
Arcana
I see the logic in not wanting the two changes in this line to counter each other. Moving good adept traits to master level is contrary to reducing the need to spec into this line. That being said, Elemental Attunement is just a beast of a trait and could honestly be compared with most grandmaster traits. I think a good compromise would be to place Renewing Stamina back in the adept tier, placing is where the other professions get this type of trait, and instead move Final Shielding to the master tier where it could live alongside Arcane Retribution as two good choices in arcane builds that take Arcane Mastery in the adept tier. That could leave some interesting builds such as: 0/30/30/0/10 for fresh air, diamond skin, and renewing stamina. It also still leaves builds that put only 10 points in Arcana a chance to gain Protection by going 30 air for Tempest Defense, and 10 Earth for Elemental Shielding and still have 30 points leftover.
Jon, Mesmers and Guardians both get Vigor on Crit as a 5 point minor … and Elementalist have a completely worthless 5 point minor in air that would be the perfect place for this ability to wind up. That would allow you to put a new trait in Arcane to help the class some in its weaker areas.
I still believe there is work to be done at the grandmaster tier in Fire at the very minimum and that Air and Water are the only truly good grandmaster choice right now. There are also still a handful of just terrible traits that will still get looked at, but we felt like we were already bordering on changing too much.
Fire and Earth are always going to be shunned due to the fact that you based these lines on conditions (burning and bleed) when Elementalist is not a viable condition class. there is no bleed on crit trait to even make earth remotely work properly and most of fire needs you to be in fire … which means you lose the other half of your condition abilities. If you really wanted to help Earth/Fire out then you should redo them without reliance/focus on conditions.
P.S. bug fix for Lingering Elements is coming on Nov. 26th as well.
Thank god.
I was running a 0/30/0/10/30 fresh air build and this is going to totally kill it.
1. Make Conjured Weapons function like Engineers Kits.
2. Stop focusing on Bleeds (Earth) and Burning (Fire) … Elementalist is not a Condition class, its never going to be a Condition class, nor do elementalists want to be. That is what Necro/Mesmer are for.
3. Elementalists need a toughness/armor bypass mechanic.
My wishlist is:
1. An option to put a 30%-60% Alpha black circle behind the mouse pointer so it always stands out.
2. An option that will dim the screen black except for your UI and your targeting receptacle while ground targeting.
Why exatly? Mesmer’s and Guardians trigger any time. Its the exact same trait and its 5 point minor on both classes.
Because apparently, ArenaNet feels it’s too powerful on eles atm. They don’t like it when we combine it with Elemental Attunement already. With the ‘air only’ limitation, it would work best for Fresh Air eles and decent for anyone else.
Just trying to compromise here.
Regardless of what politicians tell you … compromise is not always a good thing. We can’t compromise on this … ANet is just wrong.
1. Evasive Arcana
2. Shorter Attunement Cooldown.
3. Vigor
4. +30% Boon Duration
5. Boons.
They need to replace Zephyr’s Speed (Air 5) with Vigor and then give us a new trait in Arcana. That would solve two problems.
I can explain it, but I’m sure no one here wants to hear it:
The difference is because it’s in the Arcane line – the line doesn’t natively provide the Precision required for the trait to proc, so its positioned as a selectable ability choice (if you have Precision from elsewhere, you can CHOOSE to leverage it with this trait) rather than as a minor trait that could be complete crippleware for many builds.
The Mesmer equivalent is in the line the provides Precision. Obvious synergy. “You like crits right? You like things that proc-on-crit too, right?”
The Guardian one is not – but look at the other 2 minor traits in its line – the entire line is about dodge, dodge, and dodge again, even if you aren’t being threatened you had better be dodging!
Evasive Arcana.
Yeah … I am still pondering why Armor of Earth is a 90 second cooldown for 6 seconds of duration … while Balance Stance is a 40 second cooldown for 8 seconds of duration.
—
Elementalist just has a tradition of being crapped on.
Because Protection is same as Swiftness?
Because Plate is the same as Cloth + Protection?
Only ways I know how is Mist Form and Focus Earth 5.
I’ve said it before and I will say it again…
ELEMENTALISTS ARE NOT ALLOWED TO HAVE NICE THINGS!!!
Just accept it now and stop looking at how pathetic the class is. Bad and getting worse (if you prefer d/d, especially). Just re-roll at this point. Even when eles are down and out, they insist on nerfing. If major nerfs are still coming at this point, someone REALLY does have a vendetta for the class.
Disclaimer: I really am trying to be an optimist, and have for so long…But its just so hard when you keep getting crapped on over and over to think that its gonna turn around at some point.
Yeah … I am still pondering why Armor of Earth is a 90 second cooldown for 6 seconds of duration … while Balance Stance is a 40 second cooldown for 8 seconds of duration.
Then there is:
1. Blink vs Lightning Flash.
2. RTL vs … well … lets not go there.
Elementalist just has a tradition of being crapped on.
Just realized that they are making it impossible to have -20% Water cooldowns + remove a condition when attuning to water.
If only Immobilize was a -100% speed debuff … then that would override it.
It should replace Zephyr’s Speed as Air’s 5 point Minor … afterall, ANet gave this exact same ability to Mesmer’s and Guardian’s as a 5 point Minor.
Yeah. Make it only trigger while in Air attunement if needed.
Why exatly? Mesmer’s and Guardians trigger any time. Its the exact same trait and its 5 point minor on both classes.
It should replace Zephyr’s Speed as Air’s 5 point Minor … afterall, ANet gave this exact same ability to Mesmer’s and Guardian’s as a 5 point Minor.
Mesmer’s Critical Infusion is 5 point Minor Trait in their Dueling line.
Guardian’s Vigorous Precision is 5 point Minor Trait in their Honor line.
I have to ask … why does ANet feel that Elementalists Renewing Stamina warrants being a 20 point Major Trait in the Arcane line?!?!
If there is any justice you should make Renewing Stamina the 5 point Minor Trait in Air … replacing the nonsense that is Zephyr’s Speed. Then come up with something new for Arcane … maybe something that actually makes Arcane spells actually preferable to Cantrips?!?
(edited by Taldren.7523)
I hear you oZii … but I have to say … a class that has lowest hitpoint, lowest armor, no stealth or clone gimmicks … it should hit like a freaking truck and it doesn’t. It hits just as hard as other classes … just with less survivability.
I am not putting support down … but seriously … someone missed a memo somewhere that this class has all the drawbacks it does with very few benefits.
Of all things you could have addressed with Elementalists … I really don’t understand why you picked the things you did to meddle with.
If you wanted to actually help Elementalist you could have addressed some of our long outstanding questions:
1. Why is Balance Stance a 40 second cooldown / 8 second duration on a high armor/high hitpoint class, but Armor of Earth is a 90 second cooldown / 6 second duration on Elementalist?
2. Why does Lingering Elements not affect all attunement dependant abilities such as Piercing Shards and Internal Fire
3. Why hasn’t Zephyr’s Speed and Windborne Dagger been replaced with traits that would be useful? You nerfed One With Air (something people actually used) and left us with their broken and unwanted cousins.
4. Why is ANet so aggressively pushing Burning on a class that, as designed, is not a condition class. If Burning was power based, I could understand … but stacking burning when its only doing a few hundred a tick is asanine.
5. When are the focus and scepter issues going to be addressed? You acknowledged the issues with both since the end of Closed Beta and still nothing has been done. The only benefit/advantage that elementalist has is the fact it has access to more abilities than other classes … so none of them should be lackluster. Example: Shatterstone.
6. With nerfed Mobility, gutted Healing abilities, and the 5 player AE cap … how does ANet justify the low hitpoints/armor that the class was given back in alpha/closed beta? Look at the other low hitpoint classes: Guardian, Thief, Elementalist … which is doing the worst (especially in sPvP)? Look at the other low armor classes: Necromancer, Mesmer, Elementalist … same question as before? Don’t you feel that the drawbacks given to the class have should be reviewed given that you have abandoned the reasoning for them in the first place back before release? It isn’t like other classes aren’t doing the same damage output at Elementalists with far more survivability.
I would also like some clarification on two points that on the surface look completely hypocritical.
1. Why was RTL nerfed and Warriors, Rogues, and Thieves are allowed to do the very thing you deemed improper for elementalists to do in your game?
2. Why are you thinking of moving Vigor on crit to 20 points in Arcane when you give it to both Guardians and Mesmers for a 5 point investment?
(edited by Taldren.7523)
Of all things you could have addressed with Elementalists … I really don’t understand why you picked the things you did to meddle with.
If you wanted to actually help Elementalist you could have addressed some of our long outstanding questions:
1. Why is Balance Stance a 40 second cooldown / 8 second duration on a high armor/high hitpoint class, but Armor of Earth is a 90 second cooldown / 6 second duration on Elementalist?
2. Why does Lingering Elements not affect all attunement dependant abilities such as Piercing Shards and Internal Fire
3. Why hasn’t Zephyr’s Speed and Windborne Dagger been replaced with traits that would be useful? You nerfed One With Air (something people actually used) and left us with their broken and unwanted cousins.
4. Why is ANet so aggressively pushing Burning on a class that, as designed, is not a condition class. If Burning was power based, I could understand … but stacking burning when its only doing a few hundred a tick is asanine.
5. When are the focus and scepter issues going to be addressed? You acknowledged the issues with both since the end of Closed Beta and still nothing has been done. The only benefit/advantage that elementalist has is the fact it has access to more abilities than other classes … so none of them should be lackluster. Example: Shatterstone.
6. With nerfed Mobility, gutted Healing abilities, and the 5 player AE cap … how does ANet justify the low hitpoints/armor that the class was given back in alpha/closed beta? Look at the other low hitpoint classes: Guardian, Thief, Elementalist … which is doing the worst (especially in sPvP)? Look at the other low armor classes: Necromancer, Mesmer, Elementalist … same question as before? Don’t you feel that the drawbacks given to the class have should be reviewed given that you have abandoned the reasoning for them in the first place back before release? It isn’t like other classes aren’t doing the same damage output at Elementalists with far more survivability.
I would also like some clarification on two points that on the surface look completely hypocritical.
1. Why was RTL nerfed and Warriors, Rogues, and Thieves are allowed to do the very thing you deemed improper for elementalists to do in your game?
2. Why are you thinking of moving Vigor on crit to 20 points in Arcane when you give it to both Guardians and Mesmers for a 5 point investment?
(edited by Taldren.7523)
0/10/0/30/30 (Generic D/D Arcane build)
0/20/0/20/30 (Generic S/D Burst build)
0/30/0/20/20 (Fresh air build
I’m sorry, but I completely disagree. The best trait the elementalist has is Evasive Arcana for survivability, burst, and utility. No D/D ele in the right mind is going to give that up to play with your re-arranged already rejected abilities. All you did with this patch is make life harder for D/D after all the needless nerfing you already did.
Do I have to mention the hypocrisy that was the RTL nerf given what you freely allow Warriors, Rangers, and Thieves to do?
That’s great, but he is insane to think that any of those were better than Vigor + Evasive Arcana for D/D … bunker or otherwise.
All these changes and they didn’t do anything about Zephyr’s Speed and Windborne Dagger … those two abilities don’t even make sense anymore. They should be replaced.
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